In Fantasy RPG you could exploit the crafting system and make light armor that offered as much protection as heavy armor (making the latter redundant, since it didn’t offer more protection and lacked all the other benefits of light armor) and one-handed weapons that dealt as much damage as two-handed weapons of the same class/type (and even more damage per second, considering their attack speed). It was completely pointless to play that game using two-handed weapons and heavy armor, unless for role-playing reasons.
I think you can only do this if you upgrade the weapon to the max. Lets say you have a 1h sword and a 2h sword. The 2h sword does more damage off the bat but then you can upgrade the 1h to a second tier or something then it does more damage than the 2h. But then if you upgrade the 2h weapon to tier 2 and it does more damage then the 1h once again. But seeing how this is a realistic game i dont see how you can make a sword do more damage other than sharpening it… I think it should be more about where you hit the person that dictates how much damage is done. Of course there will be higher quality swords that may last longer and you wont have to sharpen them as much or something like that idk.
As i know this shouldn’t be a fantasy RPG game. So the question is why should there be dmg at all in this game? A 2 handled or 1 handled sword what does more dmg? If you cut someone with both in the neck witch sword will kill the opponent? You can cut off a hand with both… the main difference is reach and handling and it should be implemented. So even if you would have same dmg the reach would be an advantage. Also you could easier push 1H sword away with a 2H sword.
Im really curious how they are going to balance this. Two sword of the same quality made by the same smith wouldn’t have much difference on how much damage they deliver.
A dagger can do much more damage then a 2H sword depending on area hit and force applied.
I envision this being solved by the clothing system and the ability to layer armor. Weapons having a base value of damage (each weapon type will have its own range but weapons of the same type would be almost the same varying on sharpness ,quality of materials, and skill of the creator) and the area attacked armor value determines the damage delivered.
Body areas would be broken down into 6 zones Head, Chest, Arms, hands, Legs, and Feet (zones could potentially branch more out depending on the extent of the clothing layering).
Head and chest would be insta Kill zones when un-armored and would be prone to more critical damage (broken bones or blacking out) when using a lower class armor cloth v.s. steel et cetera.
this goes much more in depth but I don’t have the patience to type that all up currently just a baseline Idea, this has allot of factors to it and this statement by Dan sums up the difficulty of these things.